我在使用Three.js加载纹理和应用于网格立方体时遇到问题。在本地,我知道有一些问题,比如在带有 wamp (localhost) 的 apache 服务器上运行 html 文件。
但是当我使用Node.js和 socket.io 时,如何解决呢?首先,要加载three.js,我必须放置脚本src 的网址,而不是本地的“three.js”:
它有效,但质地如何?
纹理的本地或互联网地址都不起作用......
//var mapUrl = "mercury.jpg";
var mapUrl = "http://threejs.org/examples/textures/cube/skybox/px.jpg";
var map = THREE.ImageUtils.loadTexture(mapUrl); // its not working with both
如果我将代码放在运行 Node.js(如 Cloud9)的 Web 服务器上,如何修复它?(与 Node.js 的本地问题相同)。
感谢您的关注。
这是我的完整代码。
服务器
var http = require('http');
var fs = require('fs');
// Creation du serveur
var app = http.createServer(function (req, res) {
// On lit notre fichier app.html
fs.readFile('gl.html', 'utf-8', function(error, content) {
res.writeHead(200, {'Content-Type' : 'text/html'});
res.end(content);
});
});
var io = require("socket.io");
io = io.listen(app);
io.sockets.on('connection', function (socket) {
socket.on('send', function () {
socket.broadcast.emit('rec');
}); // send
}); // connection
app.listen(8080);
客户端 (gl.html)
<!DOCTYPE html>
<html>
<head>
<title>Welcome to WebGL</title>
</head>
<body onLoad="onLoad();" style="">
<h1>Webgl</h1>
<div id="container" style="width:95%; height:80%; position:absolute;"></div>
<script type="text/javascript" src="http://threejs.org/build/three.min.js"></script>
<!--<script type="text/javascript" src="Three.js"></script> not working-->
<script type="text/javascript" src="/socket.io/socket.io.js"></script>
<script>
var socket = io.connect();
var renderer = null,
scene = null,
camera = null,
cube = null,
animating = false;
function onLoad()
{
// Grab our container div
var container = document.getElementById("container");
// Create the Three.js renderer, add it to our div
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize(container.offsetWidth, container.offsetHeight);
container.appendChild( renderer.domElement );
// Create a new Three.js scene
scene = new THREE.Scene();
// Put in a camera
camera = new THREE.PerspectiveCamera( 45, container.offsetWidth / container.offsetHeight, 1, 4000 );
camera.position.set( 0, 0, 3 );
// Create a directional light to show off the object
var light = new THREE.DirectionalLight( 0xffffff, 1.5);
light.position.set(0, 0, 1);
scene.add( light );
// Create a shaded, texture-mapped cube and add it to the scene
// First, create the texture map
// var mapUrl = "mercury.jpg";
var mapUrl = "http://threejs.org/examples/textures/cube/skybox/px.jpg";
var map = THREE.ImageUtils.loadTexture(mapUrl); // not working with both !!!
// Now, create a Phong material to show shading; pass in the map
var material = new THREE.MeshPhongMaterial({ map: map });
// Create the cube geometry
var geometry = new THREE.CubeGeometry(1, 1, 1);
// And put the geometry and material together into a mesh
cube = new THREE.Mesh(geometry, material);
// Turn it toward the scene, or we won't see the cube shape!
// cube.rotation.x = Math.PI / 5;
cube.rotation.x = 0.5;
//cube.rotation.y = Math.PI / 5;
// Add the cube to our scene
scene.add( cube );
// Add a mouse up handler to toggle the animation
addMouseHandler();
// Run our render loop
run();
}
function run()
{
// Render the scene
renderer.render( scene, camera );
// Spin the cube for next frame
if (animating)
{
cube.rotation.y -= 0.01;
//cube.rotation.x += 0.05;
}
// Ask for another frame
//requestAnimationFrame(run);
setTimeout(run, 1000/60);
}
function addMouseHandler()
{
var dom = renderer.domElement;
dom.addEventListener( 'mouseup', onMouseUp, false);
}
function onMouseUp (event)
{
event.preventDefault();
animating = !animating;
socket.emit('send');
}
socket.on('rec', function () {
animating = !animating;
});
</script>
</body>
</html>